I've spent quite a lot of time this past weekend developing an engaging and immersive, yet simple, attack system based on the CC rules. Rather than the point n shoot method FFG came up with, players will be fighting over planets without the knowledge of their opponents fleet movements until they are already engaged in combat.
I've adopted the troop movements from Diplomacy into the campaign. During the Fleet Movement phase, players will move their fleets around the sector. Each fleet will be given a code name, and everything else is hidden. Each fleet can be moved once and is recorded. Once all movements have been recorded, each team exchanges and compares where fleets are. If 2 players reveal they moved to the same planet, they move to the Combat Phase and play a game. I am writing the rules based on an honor system, so players should not cheat. However, there is always room for a GM, as there is in Diplomacy. I'll give more details on the map and fleet movements in a different thread.
Combat Phase
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After you discover your fleet is engaged with the enemy, you reveal fleet points. If a fleet is at least 4X greater than the opposing force, the smaller fleet is destroyed. If both players agree, a game can be played.
- This is important so you don't have 400 vs 50 points. That's a waste of time and playing every small engagement would stretch the campaign for months.
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Assuming a game will be played, the player with the lower points can choose who is 1st or 2nd, and you play until one player loses. No round limit. Play until someone loses everything or retreats.
- Some objectives will be modified to account for the new victory rules, since you no longer play for points. More on that in the future.
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During set up, the only thing revealed are ships. Only the ships are deployed. Squads are limited to each ships Squad command and you do not deploy them until a ship activates. All upgrades, except titles, and squads are hidden until revealed. An upgrade is revealed when it is used for the first time. Recording your opponents upgrades and squads is allowed and encouraged.
- This is to simulate intel you gain during a fight. It's not possible to know the crew, modifications, or weapon load outs of every ship when you see it.
- Squads are hidden because they are being transported in ships. RLB will allow squads to deploy, move, and attack in the same activation, compared to the normal deploy unactivated.
Boarding
This is one of the more exciting mechanics I have come up with. It also is one of the hardest to pull off. You will be allowed to capture enemy ship and all hardware attached. The crew dies a tragic death and you become the owner of a new ship! Titles included.
I drew inspiration from Rogue One, where Vader disables the MC75 before boarding it and implemented that into the game.
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When a ship reaches it's hull value in damage, it is disabled, not destroyed. A disabled ship loses all shields, does not activate until it is the last ship, moves forward 1, cannot attack, or resolve commands.
- It's literally a ship flying through space with no guidance in the middle of a battle. Disabled ships follow flotilla ramming rules, except when they overlap another disabled ship.
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If the ship reaches double its hull in damage, it is destroyed.
- Both players can attack disabled ships, one to destroy, the other to prevent boarding.
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Once you disable a ship, you can now board it with the 2 boarding cards we currently have: Engineers and Troopers. To capture a ship, you must equal or exceed its command with boarding points.
- This means you can take 3 HH and capture an ISD, or an AF to capture an ISD. If you board before the ship is disabled, you resolve the normal boarding effect.
If you win the battle, you get to keep your spoils. Take it back to the ship yard to get repaired, and you can now play Ackbar with Arqs, or Admo with Screed. You also capture all fighters still on board the ship. Howlrunner with Z-95s or Tie/D with Toryn! But you can't capture aces. They also die...tragically.
This is not meant to be an easy task and I don't want the campaign to focus around capturing enemy ships. But I also want to allow the opportunity to let players do what they want with their fleets.
Retreating
Retreating will be an important component of the game since you are fighting to the bitter end. The rules are pretty simple.
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A ship can announce it is retreating to hyperspace when it activates. It discards its command dial. It makes no attacks and moves forward 1. If you overlap a ship or obstacle, retreat is cancelled.
- Retreating during a fight is risky. Trajectories must be lined up and power diverted to the hyperdrive.
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Tractor Beams and G-8 can prevent a ship from retreating. If a ship is targeted by either one, retreat is cancelled, or it is not allowed to retreat, until the end of the round.
- I think FFG missed the mark with their hyper space retreat. Tractor Beams should be stopping ships.
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Interdictors can exert a Gravity Well via Grav Well Projector. Each round, an Interdictor can remove the grav token and place a new one. Every ship at range 3 of the token cannot retreat. This token can be placed anywhere on the board.
- Not sure on the balance of this yet. I'm worried every Imp fleet will have an Interdictor and might implement a 1 per player rule. Rebels have to capture it, but still have access to Tractor Beams.
Let me know what you guys think. I'm always looking for feedback and want to make this as immersive as possible. The "immersion rules" will also scale back, so you can choose to go all in, or stick with the normal CC rules.